Kasperg Projects! Created 18 years ago2006-04-25 18:24:30 UTC by Kasperg Kasperg

Created 18 years ago2006-04-25 18:24:30 UTC by Kasperg Kasperg

Posted 17 years ago2007-03-07 16:07:04 UTC Post #215280
There you go:
http://twhl.co.za/mapvault_map.php?id=4469

If anyone can provide a decent mirror I'd appreciate it!

And please report any serious bugs as soon as you get it working, I don't want to make a fool of myself :D
Posted 17 years ago2007-03-08 14:21:38 UTC Post #215345
You should totally re-work this for Sven Coop, it's quite the awesome map.
Posted 17 years ago2007-03-08 19:17:27 UTC Post #215376
I played it - interesting! :biggrin:

Have trouble here:
User posted image
- i take gold plate, but what next?
Posted 17 years ago2007-03-08 19:35:27 UTC Post #215377
There are two pieces of gold. Once you have them, approach the switch right next to the door.
And don't forget to post some comments when you're done playing! ;)
Posted 17 years ago2007-03-08 21:15:43 UTC Post #215386
Played, reviewed and rated. :heart:
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-03-08 23:38:57 UTC Post #215390
I uninstalled Hammer 3.4 from my PC to stay true to my intentions. That means any Goldsource things I might do (tp_sacrifice2 for example) will be done in my laptop whenever I have free time at uni.

To forget the style of the minimod, I've decided to make an FY map (yes, you read it correctly) with the architectural style of Mies Van der Rohe, who also designed that "Farnsworth House" I made long ago. His motto was something like "less is more" and he tried to make elegant architecture with very few elements. The cross-like pillars and the marble partitions seen in the following screenshot are some of his trademarks.

http://img409.imageshack.us/img409/5066/fymiesxs1.jpg

With this map, I will try to end the myth that fy maps need to be ugly, unrealistic and thoughtless.
Posted 17 years ago2007-03-09 10:18:27 UTC Post #215405
Weee, enegy crystalls is breacable (that the reason that get stuck). Now i finish it - nice modification, very playable :cool: and custom. Ending great!

P.S. One annoying bug - the message, that appears at the first level start. It appears on every qiuck load in this level - its bad than you cant see and move 5 seconds after loading.
Posted 17 years ago2007-03-09 10:41:43 UTC Post #215407
Yes, I noticed it the first time I died in the first level. The reason is a stupid trigger_auto I used to trigger the message :(

Edit: I'm also not sure if the idol shows up at the end, inside the machine at Black Mesa. Sometimes i see it, sometimes I don't (it's a func_wall with no name... or maybe I gave it a global name. I initially planned on the idol being an optional pickup)

Edit2: Here's the overview of the whole thing. I rotated the first map because it overlaps with the third one.
http://img262.imageshack.us/img262/3924/idolhuntmapshc4.jpg
Posted 17 years ago2007-03-11 22:07:48 UTC Post #215583
i tried to play idolhunt.
got this error
host_error: pf_setview_1: not a client
just using hl + op4
is it just me?
tried to do a search on error but found none
Posted 17 years ago2007-03-12 03:25:52 UTC Post #215596
I get the same error in my laptop and not my desktop. Try reinstalling the 1.1.1.0 patch again. I'll try to recompile that map, as it's the only one giving problems.

I made some changes in cs_fallingliquid, most notable a new water material, which is refractive, reflecting and scrolling. I have this video http://www.youtube.com/watch?v=G4g5Q19VqpY although youtube's horrible compression makes the scrolling effect hard to see. It looks very good and convincing ingame.
Posted 17 years ago2007-03-13 22:22:34 UTC Post #215783
host error : PF_setview_1:not a client
The only time I came across this, it was some error with a camera shot that started the level, and taking the camera out fixed it.

EsBe says: As the name implies, this error occurs when the game tries to change the view of a non-client to that of the trigger_camera. What isn't so obvious is that the trigger_camera doesn't automatically target the player. It will target who-/whatever triggered the camera entity.
Note that the game can trace the "activator" back through multiple entities. For example, if the player walked through a trigger_once which triggered a camera, the game knows that the trigger_once triggered the camera, but it also knows that the player triggered the trigger_once. The same applies to a func_button, etc. I'm guessing that you tried to trigger the camera with a trigger_auto. This would cause the camera to try to change the trigger_auto's view, not the client's, because the player didn't actually trigger the trigger_auto. I would assume that this error would also occur when a path_corner, etc., triggers a camera.

i found this. not a mapper so i don't know what it means.
Posted 17 years ago2007-03-14 09:22:18 UTC Post #215801
That's probably the reason, and it gives me a second reason to get rid of the trigger_auto.
What I still don't know is why it happens in some computers and not in others. Until I fix it, you can play my Vilcabamba map http://twhl.co.za/mapvault_map.php?id=3857 and then load the Idol Hunt minimod and type "map idolhunt" in the console. The problem is that you won't have the weapons...
By the way, what are your PC specs? It might give me an indication as to why it happens in some PCs.
Posted 17 years ago2007-03-14 13:02:27 UTC Post #215813
my specs are a compac with celeron d processor 2.5gig,256 meg ram
and built in audio and vidio sharing main mem.motherboard ms6577 with intel 8545gv chipset.
also using windows xp sp2
Posted 17 years ago2007-03-15 10:12:35 UTC Post #215876
The only thing in common with my laptop is the 256 megs or ram. Could that have anything to do with how the trigger_auto works?
Posted 17 years ago2007-03-18 13:11:37 UTC Post #216228
Final version of cs_fallingliquid will be ready sometime this next week. I transformed most of the 3D window and door frames into 2D with new custom materials. It should help with performance. The river has a new material which I talked about some posts ago and the waterfall looks a bit better now (I added the ripple effect).
The env lighting will reflect a time of the day closer to sunset. As a matter of fact, the light color in previous versions was wrong according to the sun angles.

http://img70.imageshack.us/img70/4650/csfallingliquidbigjpgbf4.jpg
Posted 17 years ago2007-03-18 13:57:16 UTC Post #216231
Nice!

I'll take a look.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 17 years ago2007-03-19 12:26:02 UTC Post #216370
I went through a lot of trouble to get it working, but finally the water in the stream splashes when you shoot at it. I had to create a new water material, which is completely invisible except for one pixel. Anything else made the scrolling-water invisible.
There's also a minimum brush height needed so water actually splashes!

I'm doing a test compile right now, which will probably be one of the last, since most graphical bugs have been fixed. I'm still having trouble with the glass materials, since some use "$nocull" and others don't. The engine seems to have trouble deciding which to draw first.

After that, it's just a matter of making the nav file, packing the materials into the bsp and uploading it somewhere without a bandwith limit... :cry:

Edit: 2 hours 39 minutes of VIS... and almost everything is func_detail...
Posted 17 years ago2007-03-21 14:56:24 UTC Post #216614
More news on cs_fallingliquid. It seems the batch compiler is unable to run the HDR part of the VRAD. It always crashes at some point or another.
The compile works perfectly in Hammer, but because of memory usage, it takes much, much longer.
Some lights don't seem to work with HDR. They are not really that important but I have no idea why it happens. The values are OK since the same HDR brightness works with other lights in the map.

In what concerns performance, I think things are much better now. I managed to play a 2 vs 2 match with full anisotropic filter and full anti-aliasing. I haven't tried those settings with HDR. I'm not THAT optimistic.

As far as textures go, I could still try to change the main stone texture. After looking at the real pictures, my version of the stone (with bumpmap) looks way too flat in comparison.
http://img112.imageshack.us/img112/3830/comparejh0.jpg
Posted 17 years ago2007-03-21 15:25:02 UTC Post #216618
Yeah, I see what you mean. Perhaps a paralax map may help, as well as bumpmapping it a little more?

Oh, and is the latest version of this map avalible in the vault where you posted the original version? I haven't taken a look at this map yet D:
Posted 17 years ago2007-03-21 15:38:40 UTC Post #216623
I'll try to change the bumpmap a bit. But the real stone looks like it is built with layers of blocky elements, not the irregular stones in the texture I used.
The latest version isn't available. It was in the vault for a short period of time (which gave me some input to change several things) but I had to remove it for several reasons. As of today, only the bigger HL2 version is available for download.
Posted 17 years ago2007-03-22 19:48:45 UTC Post #216737
cs_fallingliquid download available. I hope pakrat did its job properly. I'll try to get proper hosting soon, but meanwhile be quick to download it if you're interested. I recommend taking a look at the map with HDR before playing if you have to disable that effect for performance needs. The lighting color is better in the HDR version.

http://twhl.co.za/mapvault_map.php?id=4497
Posted 17 years ago2007-03-22 20:21:18 UTC Post #216742
Beautiful map, i can say! Water cool :)
Posted 17 years ago2007-03-22 20:50:03 UTC Post #216746
Holy hell. 5-hour-long compiles? That's got to be unbearable :aggrieved:

Downloading the latest version now!
Posted 17 years ago2007-03-29 14:25:36 UTC Post #217432
Well, all these maps are amazing! Very well done and very impressive.
Excellent!
Posted 17 years ago2007-03-31 11:48:22 UTC Post #217587
There were a lot of things I found about the house since I released the hl2 version, but which would have been pointless to include in the CS version because of the already bad performance. I'll be working on a "see only" version of the whole thing in maximum detail.
Bathroom comparison
I wonder why nobody mentioned that if all the fireplaces in Kaufmann House have fire, some smoke should be coming out of the chimney. It took me more than a year to notice! :zonked:
Posted 17 years ago2007-03-31 15:05:18 UTC Post #217601
Wow, that's a considerable improvement :o
Posted 17 years ago2007-05-16 20:12:12 UTC Post #222336
Besides making a HL1 exception and mapping for Hostage Situation in my laptop, I have decided to make an example map (non playable) showcasing the most common methods of making buildings. For those who wish to know more about this particular field of study, the map will show you the ins and outs of a building in different stages of construction. Hopefully, someone might decide to think twice before making a brick wall break into solid concrete or making paper-thin walls or floors! :P
User posted image
I'm not sure how long it will take me to do this.
Posted 17 years ago2007-05-16 20:15:16 UTC Post #222338
Steel beam grids, haven't they been around since the early 1900s?
Posted 17 years ago2007-05-16 20:18:03 UTC Post #222341
but dats not how dey belt blak mesa
Posted 17 years ago2007-05-16 20:54:50 UTC Post #222354
Had a panic last night. Went into the new Tesco Extra (Superstore that sells everything) in Shrewsbury after being out to the pub. Inside is pretty fucking huge and then I noticed something while staring up at the ceiling (a good 38 feet above me) and the supports.

"OMG! ITS MADE OF WOOD!" i cried. (this has a point I swear)

That made me realise though how much of the structural detail is overlooked in most maps these days (especially my own). Even HL itself wasn't big on details such as that.

Point being: I await your map with the eagerest of eagerness.
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-05-16 21:11:11 UTC Post #222357
Me too; looks like it could be very useful.

The screenshot looks Source-like. What engine will it be for?
Posted 17 years ago2007-05-16 21:13:22 UTC Post #222358
HL2 textures = Half-Life 2 based?
Posted 17 years ago2007-05-16 21:13:26 UTC Post #222359
:nuts:

Yeah, i'm looking forward to seeing this done as well, it looks like HL2 because of the textures, unless its it the HL2.wad.
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-16 21:22:29 UTC Post #222363
Steel beam grids, haven't they been around since the early 1900s?
These are actually concrete, but yes. Steel structural technology goes back as far as the 19th century (railroads etc). Not surprisingly, structural brick walls were still used for a long time, while they were cheaper than steel or concrete structures.
Of course, the benefit of using a grid of beams and pillars is endless. For example, you can make a window of any size without worrying about making the structure weaker. The weight of each floor is transferred to the flooring blocks, the joists, beams, pillars, and finally the concrete pads in the foundation.
I'll try to include all these elements in the map (as well as other terrain-related issues) and maybe some sort of game_text comments. For this reason, I will need to use quite a few displacement surfaces. The shadow detail and the need to use some existing props are other reasons to go for Source... But there will be good screenshots and high-def videos for those who can't run HL2, I promise.
Posted 17 years ago2007-05-19 07:33:32 UTC Post #222613
More progress
http://img228.imageshack.us/img228/8792/csiteox8.jpg

As I add more things to the map, it's becoming more apparent why the Source engine was a better choice...
Posted 17 years ago2007-05-19 08:04:30 UTC Post #222617
Haha Kasperg has returned to mapping : ) I hope you add hanging platforms that go up and down carrying bricks etc.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2007-05-19 08:24:38 UTC Post #222618
I'll see if that's possible. I'll still focus more on architecture than props.
By the way, what I said is still valid:
My maps start too look alike and it's harder and harder to find a motivating theme. I think it's better if I let mapping be just a handy tool for uni, and not a time consumming hobby.
In this case, I can consider this map related to university stuff, kind of.
Posted 17 years ago2007-10-25 12:52:06 UTC Post #236998
Penguinboy, hahaha.
Marshmellows are marshmallows with a Vicodin in the middle. :biggrin:
Posted 17 years ago2007-10-25 13:49:51 UTC Post #237002
Why are you going around bumping all these old topics? It's not like your even saying anything useful.
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